Archive of ‘gamification’ category

digital curation

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more on digital curation in this IMS blog
http://blog.stcloudstate.edu/ims?s=curation

Gamifying PD

Gamifying PD is better for teacher engagement, participation

https://www.educationdive.com/news/gamifying-pd-is-better-for-teacher-engagement-participation/573191/

Allowing teachers to pursue their personal passions also creates a greater sense of job satisfaction, which may help with long-term retention.

Teachers also benefit from a variety of platforms through which they can pursue their advancement. Some teachers might prefer online options, such as webinars based on their interests and needs, while others could prefer working in small teacher-directed groups where they can collaborate with peers who have similar growth interests in person.

Professional development should also include a personal component that is relevant and effective. Data identifies teachers’ areas of weakness so administrators can work with them to set goals to make improvements.

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more on gamification in this IMS blog
http://blog.stcloudstate.edu/ims?s=gamification

TopHat and textbook publishers

https://www.edsurge.com/news/2020-02-04-top-hat-raises-55-million-to-take-on-big-textbook-publishers

Mike Silagadze isn’t shy about his desire to take market share from the largest college textbook publishers through his classroom software company Top Hat. He believes his company’s brand of digital textbooks beats anything Pearson, McGraw-Hill and their ilk can provide.

Founded in 2009, Top Hat claims that 2.7 million students access its digital course materials, including those at 750 of the top 1,000 higher education institutions in North America.

Silagadze believes younger faculty members and future generations of college students will help drive institutions to adopt digital materials instead of print.

Top Hat has challenged tangible goods for a long time now. Its first offering was a digital version of clickers to measure student responses in the classroom. In 2017, the company launched a marketplace for e-textbooks, working with authors and offering openly licensed content from the likes of OpenStax as well.

Last year, the company ceased sales of individual assessment tools to instead offer a bundle of its products. Students pay $48 for one year of Top Hat’s products. Interactive textbooks on Top Hat cost an average of $35.

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more on Top Hat in this IMS blog
http://blog.stcloudstate.edu/ims?s=tophat

Spring Convocation 2020: Microcredentialing

Digital Badging and Microcredentialing

short link to this blog entry: http://bit.ly/convocation2020

for backchanneling, pls join us on Zoom: https://minnstate.zoom.us/my/badge or 9107443388
if you want to review the Zoom recording, pls click here:
https://minnstate.zoom.us/rec/share/4vF1N-719m9Oc4XE0VrHApU-OKLLaaa8gyEbqfFcz07WTblhxr6U38pBGqPneM2F

Presenters: Kannan Sivaprakasam & Plamen Mittenoff

https://mnscu-my.sharepoint.com/:p:/r/personal/yg5734wd_minnstate_edu/Documents/conferences%20grants/grants/microcredentials%20grant%20Kannan/Digital%20Badges%20and%20Microcredentialing%20edit%20pm.pptx?d=w88cb0067fc90407fa89fafc9e6496882&csf=1&e=BJXpP6

1. Share your ideas and practice of badge distribution and/or microcredentialing
2. What is a digital badge/microcredentialing?
3. How to create and award D2L digital badges for your class?
4. How to motivate the students in earning digital badges?
5. How it aligns with COSE’s strategic plan 2022/Husky Compact?

What we hope to achieve
• Create a community of digital badgers
• Catalyze professional development opportunity for faculty/staff

Literature and additional information:

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At #convication2020, Dr. Kannan Sivaprakasam and Dr. Plamen Miltenoff discussed achievements from the @minnstateedu innovation grant #badges #digitalbadges and #microcredentials. For more info, pls visit http://burly/convocation2020. @scsu_soe @scsualumni @scsusopa @scsucla @scsucareer @scsumasscomm @scsustudentgovernment @scsucose @scsu_chemistry_club

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reactive reality

https://www.linkedin.com/posts/kimflintoff_reactive-realities-vr-in-the-chemistry-classroom-activity-6612941264637788160-LVnn

Reactive realities: VR in the chemistry classroom

“VR gives a superior sense of what is happening in the molecular world – you can zoom in and out, and move around in an intuitive way. It makes it much easier to see molecular structures and key parts of a reaction, which is not done as well via other modes,”

Each learning activity led a pair of students through a series of tasks. They built a molecule, then followed the journey of the enzyme reaction.

Students found the ‘tactile’ experience of VR engaging and they were able to quickly build and move molecules to see how they interacted. Watching the students walk around, bend over and peer around virtual objects was a highlight for the team.

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

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